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Tips, tactics, and general discussion for Evochron Legacy.
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Post by Vice »

Should deployable items have a small cost associated with them? Please vote for the option you prefer.
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Post by BraveHart »

"Yup...construction always have some related cost's" ;)
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Post by Blackthorne »

Yes, definitely. As of now, they're simply too practical and severely devalue several other key items.

Someone suggested to have the deploy constructor use trade goods as "ammunition", this would be my preferred solution. But money will do in a pinch, too.

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Post by Vice »

IIRC, I have input requesting deployables -not- require materials (ie continue to be built off-site, then warped to the target location), but cost being an ok alternative. So I'll hold of on material requirement and likely just focus on the small cost direction for now.
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Post by SeeJay »

Yes, since nothing on earth is for free, it shouldn't in space either! :P
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Post by DarK Rogue »

No! Otherwise, there won't be anything free. I liked excaliburs earlier because I could get them free fast, now they take so long to charge, then comes the deploy station, something free to build with.
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Post by Earl »

Well, the concept is still that they get deployed over a distance from a facility or warehouse somewhere, correct? I think those people should get paid :D

It would be cool to visit that place, by the way...
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Post by Sinner6 »

Perhaps you could "hire" them similar to a crew member?
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Post by Maarschalk »

Yes, I agree. Small cost. No one works for free.....not even billionares.....LOL.....:P:P:P:P:P
Can we have a Vote on the Excalibur recharging time thou?
0.5 minutes is to short and I think 3 minutes is to long. How about 1.25 minutes......;).....:P:P:P:P:P
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Post by TGS »

I do like the idea of material requirements of some sort.

It's sort of a shame that ships only have two main "inventory" component locations. Hardpoints and cargo space. Both of which are important. If only we had a separate location for materials to build deployables (And even stations) it could be setup so that everything in the deployable aspect actually required building materials. Similar to the constructor station building. Though honestly I have to say I think those are far too "easy" and should in their own right be made more complex. IE a fulcrum drive shouldn't just require 5x of one material per class. It should be 5x of one material 2 of another etc. But maybe I'm hoping a bit too much for that. After all it would probably be difficult to setup with the interface being what it is.
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Post by Marvin »

:o Before I vote ... how much would it cost to deploy a mining drone? Hopefully, not nearly enough to defeat cost effectiveness.
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Post by Vice »

Currently, there would be no cost for mining probes.
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Post by DarK Rogue »

Awesome, but I still think all of the delivery stuff should be free, otherwise it costs more to find hidden containers. I use the sensor station to find them.
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Post by Whytephyre »

I think that they should cost $
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Post by gietek »

i vote: yes
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Post by warsign »

Game's name is Mercenary. ;)
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Post by Pelador »

Yes.

Its relatively easy to make money in EM so I see no harm in adding an extra money sink.

If materials where required it would prevent military frames from using the equipment. But if deemed so, it would be better to have materials that can be commonly found throught all systems rather than favouring certain areas. This is so as to not to make certain regions more favourable to make it easy to obtain materials needed for a quick deployment.
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Post by Dengar »

To follow the other comments. Nothing is free, ever!!
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Post by Scavenger4711 »

Deployables should just cost some money. Maybe about 10.000 for all deployble stations (sensor station, repair station, energy station) and the fuel processor, 20.000 for the shield array and 2.000 for each Mining probe. That would be my suggestion.
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Originally posted by Dengar
To follow the other comments. Nothing is free, ever!!
Excaliburs regenerate for free, should those also have a cost per regeneration?
Excals shouldn't cost something after each reload. Because if it would be this way you also could buy other missile types as well.
The Excal was in my opinion a great chance for players who didn't want to buy or pay for missiles again and again. And I think that 3 minutes of waiting time is quite a good timespan to get a balance between them and other missile types. ;)
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Post by Zenith »

A small cost is fine, but anything substantial will effectively render them useless to anyone other than the filthy rich. Also, if they cost a lot to deploy, you have to wonder at the point in using them; any benefit will be far outweighed by the cost (mining probe for instance).
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Post by DaveK »

Can mining probes be programmed? If so then platinum is worth a lot even in Sapphire! If not then it's pot luck with metals being the likely outcome, but even a cargo pod of metal is worth something!

I don't fancy being stranded without fuel in a deep space exploration mission. So I expect to have to have big fuel tanks - and pay a lot to fill them! A fuel processor magically (using Arthur C Clarke's definition of advanced technology!) seems to create free fuel on demand. Have a cost for fuel related to the size of the tank being filled

Where does the Excalibur get it's material and energy source to create eight new missiles from? I wouldn't object to having to pay for a refill, given that I wouldn't have to keep going back to a station/planet to actually get hold of more missiles - just try to stay alive long enough for the reload. If the source is a factory that can warp the missiles to you, anywhere in only three minutes, then they deserve a lot of pay, otherwise with that sort of know how they might just decide to take over Evochron - imagine being able to warp a large bomb into any location in Evochron at any time! :P

free magic missiles and free magic fuel don't mesh with the "realism" at the core of Evochron

As the old cliche (are there any new cliches?) goes - there's no such thing as a free meal ;)
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Post by Marvin »

Originally posted by DaveK

I don't fancy being stranded without fuel in a deep space exploration mission. So I expect to have to have big fuel tanks - and pay a lot to fill them!
:cool: On that, I agree. The cost should be relative to what it would cost to refuel at a regular station or city. In fact, the cost of any deployable item should be balanced against the option to deploy said item ... so that it's still worth buying and using it.
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Post by Admiral Sindari »

Who said deployables are free? We already pay enough to buy the damm constructor in the first place.

Typical government ploy. Charge you to buy it, then tax you when you use it.

We say ... NO USAGE TAX

Anyway, how is poor poverty stricken Romulan supposed to destroy all those nasty little MooMart stations that get put up willy nilly, if you start taxing his deployables? :D

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Post by TGS »

The fuel processor kinda bugs me. I love it for its simplicity and functionality. And I don't really think that it should cost to do what it does. But I do think it should cost to place.
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Post by Bossk »

Yes indeed it should cost. You can get a station builder and deploys for a relatively small amount of cash. I think a rolling fee, like the hanger fees would be a good idea. You can build a massive station, sit back and watch the rent come it, but no expect to have to pay the staff and mtc crews to look after it!

This should not stop poor old Rommie from building his little outpost, but once you build more and more stations, you will need to make sure that your activities keep pace with the increased cost to pay for them all.

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